Leader_Flavor Errors

ExpiredReign

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I started having a look around trying to understand the AI's lack of desire to build spaceship parts and while doing so I came across these errors.

In the GEAI_LeaderFlavors.sql the names of some 'Leader_Flavor' names do not match the actual 'Leader_Flavor' in the ingame database.

Actual name ----- GEAI Name
Leader_Attila ----- Leader_Attilla
Leader_Gustavus_Adolphus ----- Leader_Gustavus
Leader_Selassie ----- Leader_Haile
Leader_Boudicca ----- Leader_Boudica

Looking at the database with SQLiteSpy shows these 4 leaders retain their original values.

Similarly every occurence of these Leader_Flavors for all other types has these errors. Thus no database entries where values are "Inserted", or any other command, are changed or created.
 
Really?

Over 100 views and not 1 response as to how 4 civs remained unchanged in GEM and no-one saw any difference in gameplay?

I am stunned!:crazyeye:
 
There's a lot of other changes to take in. It might require several games with each of these civs to notice that they're doing silly things. We had several other silly things they were doing lately that already needed shifted (like religion/spaceships in general), so it probably didn't kick in. Boudicca was usually an issue for faith-based purposes now, as but one issue.

It is however an easy fix. "Replace all" with the names as you listed off in the leader personalities and leader flavors sql files in the AI directory and that should do it.
 

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Thank you @mystikx21. A very measured response.

What I was really on about though is despite the wholesale changes to values to all the other leaders and the lack of changes to these 4 there doesn't seem to be any noticeable change in their (the AI's) gameplay.

As I have said here I would really like to understand how these changes actually "change" things.
 
You probably have to wait for Thal to weigh in on the actual flavor values and their effects as I haven't fiddled with that part of the mod much for testing or tinkering.

I think they are supposed to improve the AI economic performances into general categories (conqueror, diplomat, expansionist, coalition) and then give a little flavor for taking advantage of UA/UU purposes from there. If they're not doing that anymore, it's a bug or needs further adjustment.

The wide variety of flavors in vanilla AIs leads to suicidal AIs or poor or predictable AI performance is the theory. I think they could easily stand to be moved up or down a point or two here and there to provide more personality within the groups but I'm not sure how exactly they work either.
 
Thank you, I fixed these typos for beta 3. :thumbsup:

Flavors primarily determine what an AI builds. An AI with a high Military_Training flavor will focus on getting the Training tech and Barracks building. The AI flavors now correspond directly to what we humans see on tooltips for buildings, units, techs, and policies. A leader with 8 flavor in something is twice as likely to spend gold on that as 4 flavor. You can see more on the "gold spending" and "priorities" links here: communitas.wikia.com/wiki/Gem_AI

I set up AIs to play mostly the same in the first two eras of the game because their needs are similar: get workers, fight barbarians, settle cities. It's not until the medieval era or later that these personality and flavor values start to take effect. There used to be a greater difference in settings between the AIs in these tables. I reduced that variance somewhat at the request of players to have more adaptive AIs, so their decisions depend somewhat more on progress in the game, versus their inherent personalities.
 
That seems very wise.
You have a very talented and farseeing knack for this kind of thing.

Which is why I follow this mod above all others!
 
That seems very wise.
You have a very talented and farseeing knack for this kind of thing.

Which is why I follow this mod above all others!

Ditto.

Thanks Thalassicus.

I really wish it was easy to set up 2 games identically except for one modded with GEM and the other vanilla. Then play them through and be able to see how these changes affect play.

If anybody has got a way please share.
 
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